If Sentinel blocks, he has a few options.
1.) Dash-in, launch and combo.
2.) Rocket-Punch seems OK…
3.) Dash-in, and Glowing Sphere.
4.) Sentinel Punches.
Number 1: Doesn’t work well, because if you whiff through the invincibility, or Sonson recovers enough to block, you’ve just used a move laggy enough that Sonson can simply Seitenrengeki (rising staff spin) into her Nyoi-bo slam, for massive damage. If you do hit her, she hurts… but you’ve only got about a three to five frame window, if that… maybe even less. It’s hard to do, 'nuff said.
Option Number 2: So hard to time, the rocket punch will invariably whiff if it’s not started the moment before she flashes white… and she can recover so fast that she can immediately Enou (Giant Monkey) again, and chip him for more massive damage.
Option Number 3: Well, if you get there during the Invincibility frame, Sonson’s pretty much screwed. She’ll take tons of damage, and probably be DHC’d into something even more painful. If the ball starts after she can block… timing and your ability to dragon punch can make him regret it. Or, you can just poke him with an f+HP. That, and, nobody actually uses the Glowing Sphere. :rolleyes:
Option Number 4: Timing’s crazy on this… She can slip between the punches, or just get caught by the last set. They don’t even necessarily launch her into the meter dependent… just smack her to the ground. But if she gets caught, it hurts; her damage dealing ability isn’t bad, but her damage taking ability… Yuck.
There’s no way that Sentinel will end up anywhere near Sonson if he blocks or if the super connects well… it will pin him to the wall to be chipped, or knock him flying until after she un-morphs. The greatest danger to Sonson (from Sent) during the super is if he tech rolls behind her… He might be able to call the Glowing ball before she turns around, for a great deal of pain. This is only if he rolls during the part of the fire that is mandatory: after a short period, she can just turn around, and smash the tech-roller with the last remaining hit of her super.
The other interesting tidbit is that Sonson actually runs out of fire before the super ends if she starts out with it… pressing a kick again re-ignites it long enough for two hits… two hits which catch almost everyone who’s not used to playing against her. And quite a few who are.
If Sent. flies above or over her to avoid the fire, Sonson’s Giant Monkey Uppercut (HP) will connect with him even if he’s gotten a little behind her, and he will be knocked right into the fire. If he comes close to use his Glow Ball, he runs the risk of being hit by the formation, and either OTG’d by the fire, or rolling behind a Sonson that has by then turned around, and getting chipped. If he uses Punches (Drones?), she takes one round of them, then deals double what she took in fire. The only way that Sentinel is ever able to negate this super is to fly into the farthest, highest corner of the screen that he can, and slip between the fire. Which he never reaches, if you do it close enough to the wall, or close enough to Sentinel.
Also, a few Sentinels are dumb enough to stand while the fire is coming out… doing this guarantees taking at least a sixth of his health in chip.
So, Sentinel hurts when he sees this super… but mostly Sentinel. AHVB X3 will kill her in this mode, and Magneto can have fun comboing her until her move finally happens, and he’s behind her, and then, well, Tempest. It’s still a good super, but it needs to be done carefully.
By the way… The guy who the video is actually of feels like it was mostly luck, and the other person’s lack of experience against Sonson. That said, he was definitely good with his character.
If you want to see the full and incredible damage of Sonson’s fire, there’s only one character in the game that it works on. Massive (final form) Abyss at the end of the game. Sonson can take him out with a single super, timed correctly. My record: 4 seconds to destroy Abyss.